Conrose
OG
Distort said:The only classes that are viable to not have Minor speed to boots would be druid, shamans, and hunters...but even when they are indoors, this gives a window of opportunity for other classes to completely shutting them down, which makes this enchant better than 7 stam...
Here's the various Travel Form upsides and downsides:
Ghostwolf - Turns the Shaman into a Ghost Wolf, increasing speed by 40%. As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed. Only useable outdoors.
Advantages: The Maintenance of 100% Speed while under slowing effects makes it less vulnerable to Ground Effect AoE Auras Than Druid Travelform... i.e. Earthbind Totem and Frost Trap. At 19, this is largely overlooked since Earthbind Totem is typically killed within seconds of one being dropped, and because Frost Trap is not yet available. Interesting not is that a Shaman is also able to attack while in Ghostwolf Form, while not all that potent, you can kill Totems an enemy Shaman decides to drop right in front of you as you run by without spending mana. While Ghostwolf is not as potent to Applied Movement Imparing Debuffs such as Conc Shot or Hamstring, it also doesn't require further expenditure of mana to have some effectiveness against them. Additionally, can be used effectively to move as an attacker rather than an FCer, especially against Hunters.
Disadvantages: Still vulnerable to Polymorphs, have to wait for debuffs to wear off to regain full speed bonus, vulnerable to roots, and requires spending talent points to make it usable in BGs. Lack of short cast heals make self healing a bit trickier than for Druids. Can't be used indoors. Has access to an Aura type snare ability. Edit: Can be dispelled /Edit.
Druid Travel Form: Shapeshift into travel form, increasing movement speed by 40%. Also protects the caster from Polymorph effects. Only useable outdoors. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
Advantages: Can remove any "Non-Aura" type Snare and Roots when you desire to and have the mana. Immune to Polymorphs. Combined with Druid HoTs, can effectively self heal while getting away. Has access to effective Rooting ability.
Disadvantages: It costs mana to take advantage of the reduced effectiveness of Snares and Roots against you, it is possible for a focused and efficient team to be able to drain your mana by forcing you to repeatedly shapeshift until you can shapeshift no more, at which point, snares and roots gain full effectiveness. Cannot be used indoors. Using this is at the expense of the mitigation available to the Bear.
Hunter Cheetah Aspect: The hunter takes on the aspects of a cheetah, increasing movement speed by 30%. If the hunter is struck, she will be dazed for 4 seconds. Only one Aspect can be active at a time.
Advantages: Can be used indoors. Costs no Mana. Hunter has a ranged, instant cast Snare to compliment it, as well as a melee ranged spammable snare... as well as 2 Instant Cast Damaging abilities and a .5 second casting one.
Disadvantages: Untalented, it's notably slower than Ghostwolf and Travel Form. Anything that does front load damage is effectively a snare against AotC. Vulnerable to Roots and Snares of all sorts... though why someone would waste a snaring ability on a Hunter with Cheetah on is beyond me.
The biggest advantage though is that "Can be used indoors" thing.